Most Useful 2nd Sphere Spell

Which spell should Kylorin's Legacy unlock?

  • Blinding Light

    Votes: 2 2.5%
  • Destroy Undead

    Votes: 1 1.3%
  • Fireball

    Votes: 32 40.0%
  • Maelstrom

    Votes: 15 18.8%
  • Stoneskin

    Votes: 3 3.8%
  • Host of the Einherjar

    Votes: 1 1.3%
  • Pit Beast

    Votes: 1 1.3%
  • Spectre

    Votes: 3 3.8%
  • Water Walking

    Votes: 4 5.0%
  • PIE!

    Votes: 18 22.5%

  • Total voters
    80

HadesScorn

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All- In order to get a working Amurite wonder for my upcoming module, looking for some community feedback on what spell *you'd* most like to see the Amurites having universal access to.

I personally lean towards Stoneskin as it enhances their combat abilities without completely overpowering them.

This may or may not make it into the first release, depending on whether it works and if it proves to be overpowering.

EDIT: just to make it clear, this spell [via the related sphere 2 promotion] becomes available to *all* Amurite units [mages, disciples, melee, archer, recon] upon the creation of a wonder if they are built in the city containing the wonder.
 
Fireball is nice because it doesn't potentially cause war with neutrals, unlike Mael -- which is otherwise godly.

I can't imagine stoneskinning my casters, that seems kinda pointless. Spectre is a sick spell, and even better in a great sphere with viable 1st and 3rd tier spells, but not really thematically appropriate.

Really, though, if I had to pick I'd totally want one of the divine skills.
 
Just to make it clear, this spell becomes available to *all* Amurite units [mages, disciples, melee, archer, recon] upon the creation of a wonder if they are built in the city containing the wonder. This is why spells that tend to be useful for only 1-2 units are not included.
 
Stoneskinned mages are pointless?! But in any case, having Stoneskin or any spell available to all if they are built in the ciy of the wonder, would be awesomely powerful.
 
Since we are talking about ALL units potentially getting this spell, I don't think Stoneskin makes much sense. I think Fireball would be overpowered, and since Firebows (That is Amurites, right?) already get Fireball, that'd be redundant for that unit, which for me means striking it from the list. The same with Blinding Light, if the Amurites are running Empyrean. I agree Spectre doesn't fit thematically. Pit Beast and Host of Einherjar each only make sense if the Amurites are on the evil or good side, but that can't be enforced. Maelstrom would also CLEARLY be overpowered.

Poison Blade isn't good because all you're really doing is giving all these units the ability to buff any recon unit. You don't need a magically powered army to do that.

Personally, I would love to have armies with Water Walking, but it doesn't fit thematically. Is there any relevant lore which justifies Destroy Undead?
 
Stoneskin would be massively overpowered, since it's the strongest buff in the game (because of all the first strikes). I vote Mutate, Destroy Undead, or Shadowalk.
 
fireballs would make them more like a copy of the Ljuchiurp then a spellcaster civ.

imo they don't really need a current tier 2 spell (they get there easy enough anyway) but rather another unique feature to further boost their spellcasting lore. Thoughts that passed my mind over this were familiars (would look to much like puppets though), or a spellcaster boosting ability (a different version of the bloodpet ability, which could or could not be lethal). Ofcourse, giving every amurite arcane unit enchant spellstaff could work as well.
 
Everyone loves pie :lol: The sugar buzz itself should add haste and give inspiration to the stack.:)
 
I agree with the comment on fireball being redundant. How about a lesser domination with a 30% shot.
 
NONE OF THE ABOVE!!!!

however, it should unlock a spell called Warm, which turns ice into tundra, and tundra into plains.

I think this is quite fitting of them, as its A) Kylorin's Legacy, and B) their civ was created, practically, in order to fight Mulcarn. at the behest of Kylorin of course.


The Kylorin promotion itself could add +10% vs winterborn promo, for flavor.
 
What about Dispel Magic? Useful for both fighting other magic users and resetting your mana nodes for the towers(or any other wonder with mana bonuses).
 
Dispel Magic I would vote for, aye. In addition to Warm ^_^


I cant remember if Dispel Magic currently works outiside of Magoforming though ... I haven't yet seen it take away an enchanted blade or bless, or valor, as well as having not seen it take away held-thru-blinding-light or slow.
 
Probably a better way to go about it is to add the specific enchantment promotion for that combat class. So for example, a recon unit could cast poisoned blade, a melee unit could cast enchant blade, an archer could cast flaming arrows, and an arcane unit (disciple as well maybe?) could cast enchant spellstaff. I don't think there is one that affects mounted units. Or, you can give them a bonus (say call it Guardians of Knowledge or something like that) that gives a promotion that grants +20% or +50% (or something in between) to all units built in the city, and have this also grant the same promotion to all summoned units. This would turn this city into the primary unit production powerhouse without overpowering it because only the units from that city would get the bonus.

Alternatively, you can make it into your primary mage producing city by giving all arcane units built there a promotion with the same effect as twincast (an example is available in FF+ with one of the amurite leaders). If this building gets ported to FF+ then, you could possibly end up with the ability for your higher level casters to be able to cast 4 times (1 regular, 1 from twincast, 1 from the FF+ leader trait, and 1 from this building level 10 required for twincast, and also required being built in that city). To make it even stronger, you can also add a few points of XP for arcane units. Now THAT would be a caster worth having. On the other hand, it would only affect arcane units instead of everything.

A final idea would be to give it a 100% chance to learn any level 2 spell that you have the mana type for. Combined with the chance from the cave of ansestors and stuff, you might even get 2 level 2 spells from it. Or, going with the lines for an idea proposed in a thread I made about the firebow (look near the bottom of page 1 I believe), give it a 100% chance to learn 1 level 2 spell, a 20% +5% per mana type you have to learn a second, a 10% +2% to learn a third, etc. This would be similar to an idea proposed to buff the random spells from cave of ancestors.

-Colin
 
Well, I think the Final Solution, other than killing all the Illian citizenry with Fireballs ... would be to simply grant all units the channeling II promotion, and maybe dispel magic for arcane units (as well as warm ^_^ )
 
how about giving them 1 or 2 spellspheres to begin with, as well as a skill that allows them to exchange their starting sphere for another one, which they can pick as long as the civ has access to the mana type? Or just have every unit produced eighter get a spell randomly assigned, or let them be able to pick one (spell tier depending on unit tier)
 
NONE OF THE ABOVE!!!!

however, it should unlock a spell called Warm, which turns ice into tundra, and tundra into plains.

I think this is quite fitting of them, as its A) Kylorin's Legacy, and B) their civ was created, practically, in order to fight Mulcarn. at the behest of Kylorin of course.


The Kylorin promotion itself could add +10% vs winterborn promo, for flavor.

I like this idea, mostly because that's the sort of thing I thought of when I thought about "Kylorin's Legacy". Also because, like Tielby, I don't think the presented choices fit well.
 
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